public static DeleteTextures ( int n, uint textures ) : void | ||
n | int | Number of textures to delete. |
textures | uint | The array containing the names of the textures to delete. |
return | void |
/// <summary> /// Dispose managed and unmanaged resources of this instance. /// </summary> /// <param name="disposing">If disposing equals true, managed and unmanaged resources can be disposed. If disposing equals false, only unmanaged resources can be disposed. </param> private void Dispose(bool disposing) { if (this.disposedValue == false) { if (disposing) { // Dispose managed resources. } // end if // Dispose unmanaged resources. { OpenGL.DeleteTextures(this.id.Length, this.id); this.id[0] = 0; } { var disp = this.ImageFiller as IDisposable; if (disp != null) { disp.Dispose(); } } // A sampler builder can be used in multiple textures. // Thus we shouldn't dispose it here. //{ // var disp = this.SamplerBuilder as IDisposable; // if (disp != null) { disp.Dispose(); } //} } // end if this.disposedValue = true; } // end sub
/// <summary> /// Dispose managed and unmanaged resources of this instance. /// </summary> /// <param name="disposing">If disposing equals true, managed and unmanaged resources can be disposed. If disposing equals false, only unmanaged resources can be disposed. </param> protected virtual void Dispose(bool disposing) { if (this.disposedValue == false) { if (disposing) { // TODO: Dispose managed resources. } // end if // TODO: Dispose unmanaged resources. OpenGL.DeleteTextures(this.id.Length, this.id); this.id[0] = 0; } // end if this.disposedValue = true; } // end sub
/// <summary> /// Releases unmanaged and - optionally - managed resources /// </summary> /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> void Dispose(Boolean disposing) { if (disposed) { return; } if (disposing) { //Managed cleanup code here, while managed refs still valid } //Unmanaged cleanup code here var ids = new uint[] { FontTextureId, }; OpenGL.DeleteTextures(ids.Length, ids); disposed = true; }
internal void resize(int width, int height) { OpenGL.DeleteTextures(1, m_texture_id); setFormat(m_internalfmt, width, height, m_fmt, m_mipmap, m_interpol); }